Rods, Staves, Wands
Contents
Item Descriptions
Click on the item in the table to read the full description.
Magic Rods, Staves, Wands
Item | ||
Rod of Cancellation | ||
Staff of Commanding | ||
Staff of Healing | ||
Staff of Power | ||
Staff of Snakes | ||
Staff of Striking | ||
Staff of Withering | ||
Staff of Wizardry | ||
Wand of Cold | ||
Wand of Enemy Detection | ||
Wand of Fear | ||
Wand of Fire Balls | ||
Wand of Illusion | ||
Wand of Lightning Bolts | ||
Wand of Magic Detection | ||
Wand of Metal Detection | ||
Wand of Negation | ||
Wand of Paralysation | ||
Wand of Polymorph | ||
Wand of Secret Door Detection | ||
Wand of Trap Detection |
B: Basic characters (levels 1–3) X: Expert characters (level 4+)
Charges
Rods, staves, and wands have a limited number of uses, called “charges”.
Number of charges: The number of charges in an item when discovered is determined by the referee, and depends on the type of the item. It is not possible for characters to discover the number of charges in an item.
Usage: Each use of the item takes one round and consumes one charge.
Consuming the last charge: The item loses its magical potency.
Recharging: Is not possible.
Rods
Usage: All characters (unless noted).
Dimensions: Thin, 3’ long.
Charges: Unless noted, magic rods contain 1d10 charges when found.
Staves
Usage: Spell casters. Some staves may only be used by either arcane or divine spell casters (this is noted in the item’s description).
Dimensions: 2” thick, 6’ long.
Charges: Unless noted, magic staves contain 3d10 charges when found.
Staves in Melee
Although magic-users are generally only allowed to use daggers in combat, they are able to use the staff of power, staff of striking, and staff of wizardry in melee.
Wands
Usage: Arcane spell casters.
Dimensions: Thin, 1½’ long.
Charges: Unless noted, magic wands contain 2d10 charges when found.